<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<!-- ===== War Bow Ammo (base great arrows | great bow) ===== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_VFEM2WarArrow</defName>
		<label>great arrows</label>
		<ammoTypes>
			<Ammo_GreatArrow_Stone>Projectile_VFEM2WarArrow_Stone</Ammo_GreatArrow_Stone>
<!-- 		<Ammo_GreatArrow_Iron MayRequire="DankPyon.Medieval.Overhaul">Projectile_VFEM2WarArrow_Iron</Ammo_GreatArrow_Iron> -->
			<Ammo_GreatArrow_Steel>Projectile_VFEM2WarArrow_Steel</Ammo_GreatArrow_Steel>
			<Ammo_GreatArrow_Plasteel>Projectile_VFEM2WarArrow_Plasteel</Ammo_GreatArrow_Plasteel>
			<Ammo_GreatArrow_Venom>Projectile_VFEM2WarArrow_Venom</Ammo_GreatArrow_Venom>
			<Ammo_GreatArrow_Flame>Projectile_VFEM2WarArrow_Flame</Ammo_GreatArrow_Flame>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Stone</defName>
		<label>great war arrow (stone)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Stone</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>33</speed>
			<damageAmountBase>10</damageAmountBase>
			<armorPenetrationBlunt>7</armorPenetrationBlunt>
			<armorPenetrationSharp>1.1</armorPenetrationSharp>
			<preExplosionSpawnChance>0.2</preExplosionSpawnChance><!-- 12.5 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Stone</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Stone</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

<!-- 	<ThingDef MayRequire="DankPyon.Medieval.Overhaul" ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Iron</defName>
		<label>great war arrow (iron)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Steel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>33</speed>
			<damageAmountBase>14</damageAmountBase>
			<armorPenetrationBlunt>7</armorPenetrationBlunt>
			<armorPenetrationSharp>1.8</armorPenetrationSharp>
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance>
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Iron</preExplosionSpawnThingDef>
		</projectile>
	</ThingDef> -->

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Steel</defName>
		<label>great war arrow (steel)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Steel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>33</speed>
			<damageAmountBase>14</damageAmountBase><!-- + 1 -->
			<armorPenetrationBlunt>7</armorPenetrationBlunt><!-- + 0.5 -->
			<armorPenetrationSharp>2</armorPenetrationSharp><!-- + 0.2 -->
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance><!-- 25 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Steel</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Steel</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Plasteel</defName>
		<label>great war arrow (plasteel)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Plasteel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>33</speed>
			<damageAmountBase>14</damageAmountBase><!-- + 1 -->
			<armorPenetrationBlunt>6.5</armorPenetrationBlunt><!-- + 0.5 -->
			<armorPenetrationSharp>4.5</armorPenetrationSharp><!-- + 0.2 -->
			<preExplosionSpawnChance>0.75</preExplosionSpawnChance><!-- 25 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Plasteel</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Plasteel</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Venom</defName>
		<label>great war arrow (venom)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Venom</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>33</speed>
			<damageDef>Arrow</damageDef>
			<damageAmountBase>12</damageAmountBase>
			<secondaryDamage>
				<li>
					<def>ArrowVenom</def>
					<amount>3</amount>
				</li>
			</secondaryDamage>
			<armorPenetrationBlunt>8</armorPenetrationBlunt>
			<armorPenetrationSharp>2.2</armorPenetrationSharp>
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance><!-- 25 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Steel</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Venom</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Flame</defName>
		<label>great war arrow (flame)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Flame</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>33</speed>
			<damageDef>Arrow</damageDef>
			<damageAmountBase>4</damageAmountBase>
			<armorPenetrationBlunt>1.48</armorPenetrationBlunt>
			<armorPenetrationSharp>1.1</armorPenetrationSharp>
			<secondaryDamage>
				<li>
					<def>Flame</def>
					<amount>1</amount>
					<chance>0.33</chance>
				</li>
			</secondaryDamage>
			<targetParams>
        		<canTargetLocations>true</canTargetLocations>
      		</targetParams>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Flame</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.95</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<!-- === Indirect Warbow Arrow === -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_VFEM2WarArrow_Indirect</defName>
		<label>great arrows</label>
		<ammoTypes>
			<Ammo_GreatArrow_Stone>Projectile_VFEM2WarArrow_Stone_Indirect</Ammo_GreatArrow_Stone>
<!-- 			<Ammo_GreatArrow_Iron MayRequire="DankPyon.Medieval.Overhaul">Projectile_VFEM2WarArrow_Iron_Indirect</Ammo_GreatArrow_Iron> -->
			<Ammo_GreatArrow_Steel>Projectile_VFEM2WarArrow_Steel_Indirect</Ammo_GreatArrow_Steel>
			<Ammo_GreatArrow_Plasteel>Projectile_VFEM2WarArrow_Plasteel_Indirect</Ammo_GreatArrow_Plasteel>
			<Ammo_GreatArrow_Venom>Projectile_VFEM2WarArrow_Venom_Indirect</Ammo_GreatArrow_Venom>
			<Ammo_GreatArrow_Flame>Projectile_VFEM2WarArrow_Flame_Indirect</Ammo_GreatArrow_Flame>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- === Main Projectile === -->

	<ThingDef Name="VFEM2_BaseWarArrow_IndirectProjectile" ParentName="BaseGreatArrowProjectile" Abstract="True">
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<graphicData>
			<texPath>Things/Projectile/Arrow_Small</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>VFEM2_Arrow_Indirect</damageDef>
			<speed>0</speed>
			<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
			<explosionRadius>0.25</explosionRadius>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<screenShakeFactor>0</screenShakeFactor>
			<flyOverhead>true</flyOverhead>
			<dropsCasings>false</dropsCasings>
			<gravityFactor>100</gravityFactor>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="VFEM2_BaseWarArrow_IndirectProjectile">
		<defName>Projectile_VFEM2WarArrow_Stone_Indirect</defName>
		<label>great war arrow (stone)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Stone</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<comps>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Projectile_VFEM2WarArrow_Stone_Impact>1</Projectile_VFEM2WarArrow_Stone_Impact>
				</fragments>
			</li>
		</comps>
	</ThingDef>

<!-- 	<ThingDef MayRequire="DankPyon.Medieval.Overhaul" ParentName="VFEM2_BaseWarArrow_IndirectProjectile">
		<defName>Projectile_VFEM2WarArrow_Iron_Indirect</defName>
		<label>great war arrow (iron)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Steel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<comps>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Projectile_VFEM2WarArrow_Iron_Impact>1</Projectile_VFEM2WarArrow_Iron_Impact>
				</fragments>
			</li>
		</comps>
	</ThingDef> -->

	<ThingDef ParentName="VFEM2_BaseWarArrow_IndirectProjectile">
		<defName>Projectile_VFEM2WarArrow_Steel_Indirect</defName>
		<label>great war arrow (steel)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Steel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<comps>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Projectile_VFEM2WarArrow_Steel_Impact>1</Projectile_VFEM2WarArrow_Steel_Impact>
				</fragments>
			</li>
		</comps>
	</ThingDef>

	<ThingDef ParentName="VFEM2_BaseWarArrow_IndirectProjectile">
		<defName>Projectile_VFEM2WarArrow_Plasteel_Indirect</defName>
		<label>great war arrow (plasteel)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Plasteel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<comps>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Projectile_VFEM2WarArrow_Plasteel_Impact>1</Projectile_VFEM2WarArrow_Plasteel_Impact>
				</fragments>
			</li>
		</comps>
	</ThingDef>

	<ThingDef ParentName="VFEM2_BaseWarArrow_IndirectProjectile">
		<defName>Projectile_VFEM2WarArrow_Venom_Indirect</defName>
		<label>great war arrow (venom)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Venom</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<comps>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Projectile_VFEM2WarArrow_Venom_Impact>1</Projectile_VFEM2WarArrow_Venom_Impact>
				</fragments>
			</li>
		</comps>
	</ThingDef>

	<ThingDef ParentName="VFEM2_BaseWarArrow_IndirectProjectile">
		<defName>Projectile_VFEM2WarArrow_Flame_Indirect</defName>
		<label>great war arrow (flame)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Flame</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<comps>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Projectile_VFEM2WarArrow_Flame_Impact>1</Projectile_VFEM2WarArrow_Flame_Impact>
				</fragments>
			</li>
		</comps>
	</ThingDef>

	<!-- === Impact Projectile === -->

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Stone_Impact</defName>
		<label>great war arrow (stone)</label>
		<graphicData>
			<texPath>Things/Mote/Transparent</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>10</damageAmountBase>
			<armorPenetrationBlunt>7</armorPenetrationBlunt>
			<armorPenetrationSharp>1.1</armorPenetrationSharp>
			<preExplosionSpawnChance>0.2</preExplosionSpawnChance><!-- 12.5 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Stone</preExplosionSpawnThingDef>
			<speed>5</speed>
			<gravityFactor>50</gravityFactor>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Stone</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

<!-- 	<ThingDef MayRequire="DankPyon.Medieval.Overhaul" ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Iron_Impact</defName>
		<label>great war arrow (iron)</label>
		<graphicData>
			<texPath>Things/Mote/Transparent</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>14</damageAmountBase>
			<armorPenetrationBlunt>7</armorPenetrationBlunt>
			<armorPenetrationSharp>1.8</armorPenetrationSharp>
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance>
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Iron</preExplosionSpawnThingDef>
			<speed>5</speed>
			<gravityFactor>50</gravityFactor>
		</projectile>
	</ThingDef> -->

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Steel_Impact</defName>
		<label>great war arrow (steel)</label>
		<graphicData>
			<texPath>Things/Mote/Transparent</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>14</damageAmountBase><!-- + 1 -->
			<armorPenetrationBlunt>7</armorPenetrationBlunt><!-- + 0.5 -->
			<armorPenetrationSharp>2</armorPenetrationSharp><!-- + 0.2 -->
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance><!-- 25 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Steel</preExplosionSpawnThingDef>
			<speed>5</speed>
			<gravityFactor>50</gravityFactor>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Steel</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Plasteel_Impact</defName>
		<label>great war arrow (plasteel)</label>
		<graphicData>
			<texPath>Things/Mote/Transparent</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>14</damageAmountBase><!-- + 1 -->
			<armorPenetrationBlunt>6.5</armorPenetrationBlunt><!-- + 0.5 -->
			<armorPenetrationSharp>4.5</armorPenetrationSharp><!-- + 0.2 -->
			<preExplosionSpawnChance>0.75</preExplosionSpawnChance><!-- 25 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Plasteel</preExplosionSpawnThingDef>
			<speed>5</speed>
			<gravityFactor>50</gravityFactor>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Plasteel</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Venom_Impact</defName>
		<label>great war arrow (venom)</label>
		<graphicData>
			<texPath>Things/Mote/Transparent</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>12</damageAmountBase>
			<secondaryDamage>
				<li>
					<def>ArrowVenom</def>
					<amount>3</amount>
				</li>
			</secondaryDamage>
			<armorPenetrationBlunt>8</armorPenetrationBlunt>
			<armorPenetrationSharp>2.2</armorPenetrationSharp>
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance><!-- 25 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_GreatArrow_Steel</preExplosionSpawnThingDef>
			<speed>5</speed>
			<gravityFactor>50</gravityFactor>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Venom</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseGreatArrowProjectile">
		<defName>Projectile_VFEM2WarArrow_Flame_Impact</defName>
		<label>great war arrow (flame)</label>
		<graphicData>
			<texPath>Things/Mote/Transparent</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>4</damageAmountBase>
			<armorPenetrationBlunt>1.48</armorPenetrationBlunt>
			<armorPenetrationSharp>1.1</armorPenetrationSharp>
			<secondaryDamage>
				<li>
					<def>Flame</def>
					<amount>1</amount>
					<chance>0.33</chance>
				</li>
			</secondaryDamage>
			<speed>5</speed>
			<gravityFactor>50</gravityFactor>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Flame</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.95</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<!-- ===== Arbalest Ammo ===== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_VFEM2ArbalestBolt</defName>
		<label>crossbow bolts</label>
		<ammoTypes>
			<Ammo_CrossbowBolt_Stone>Projectile_VFEM2ArbalestBolt_Stone</Ammo_CrossbowBolt_Stone>
<!-- 			<Ammo_CrossbowBolt_Iron MayRequire="DankPyon.Medieval.Overhaul">Projectile_VFEM2ArbalestBolt_Iron</Ammo_CrossbowBolt_Iron> -->
			<Ammo_CrossbowBolt_Steel>Projectile_VFEM2ArbalestBolt_Steel</Ammo_CrossbowBolt_Steel>
			<Ammo_CrossbowBolt_Plasteel>Projectile_VFEM2ArbalestBolt_Plasteel</Ammo_CrossbowBolt_Plasteel>
			<Ammo_CrossbowBolt_Venom>Projectile_VFEM2ArbalestBolt_Venom</Ammo_CrossbowBolt_Venom>
			<Ammo_CrossbowBolt_Flame>Projectile_VFEM2ArbalestBolt_Flame</Ammo_CrossbowBolt_Flame>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<ThingDef ParentName="BaseCrossbowBoltProjectile">
		<defName>Projectile_VFEM2ArbalestBolt_Stone</defName>
		<label>crossbow bolt (stone)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Stone</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>8</damageAmountBase>
			<armorPenetrationBlunt>1.5</armorPenetrationBlunt>
			<armorPenetrationSharp>1.85</armorPenetrationSharp>
			<preExplosionSpawnChance>0.1</preExplosionSpawnChance><!-- 11.11 bolts per resource -->
			<preExplosionSpawnThingDef>Ammo_CrossbowBolt_Stone</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Stone</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.55</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

<!-- 	<ThingDef MayRequire="DankPyon.Medieval.Overhaul" ParentName="BaseCrossbowBoltProjectile">
		<defName>Projectile_VFEM2ArbalestBolt_Iron</defName>
		<label>crossbow bolt (iron)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Steel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>20</damageAmountBase>
			<armorPenetrationBlunt>8</armorPenetrationBlunt>
			<armorPenetrationSharp>2.7</armorPenetrationSharp>
			<speed>35</speed>
			<preExplosionSpawnChance>0.333</preExplosionSpawnChance>
			<preExplosionSpawnThingDef>Ammo_CrossbowBolt_Iron</preExplosionSpawnThingDef>
		</projectile>
	</ThingDef> -->

	<ThingDef ParentName="BaseCrossbowBoltProjectile">
		<defName>Projectile_VFEM2ArbalestBolt_Steel</defName>
		<label>crossbow bolt (steel)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Steel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>12</damageAmountBase>
			<armorPenetrationBlunt>6.5</armorPenetrationBlunt>
			<armorPenetrationSharp>2.85</armorPenetrationSharp>
			<speed>30</speed>
			<preExplosionSpawnChance>0.333</preExplosionSpawnChance><!-- 14.99 bolts per resource -->
			<preExplosionSpawnThingDef>Ammo_CrossbowBolt_Steel</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Steel</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.55</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseCrossbowBoltProjectile">
		<defName>Projectile_VFEM2ArbalestBolt_Plasteel</defName>
		<label>crossbow bolt (plasteel)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Plasteel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>10</damageAmountBase>
			<armorPenetrationBlunt>8.12</armorPenetrationBlunt>
			<armorPenetrationSharp>4</armorPenetrationSharp>
			<speed>32</speed>
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance><!-- 25 bolts per resource -->
			<preExplosionSpawnThingDef>Ammo_CrossbowBolt_Plasteel</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Plasteel</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.55</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseCrossbowBoltProjectile">
		<defName>Projectile_VFEM2ArbalestBolt_Venom</defName>
		<label>crossbow bolt (venom)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Venom</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>ArrowVenom</damageDef>
			<damageAmountBase>12</damageAmountBase>
			<armorPenetrationBlunt>6.5</armorPenetrationBlunt>
			<armorPenetrationSharp>2.5</armorPenetrationSharp>
			<speed>30</speed>
			<preExplosionSpawnChance>0.6</preExplosionSpawnChance> <!-- 25 arrows per resource -->
			<preExplosionSpawnThingDef>Ammo_CrossbowBolt_Steel</preExplosionSpawnThingDef>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Venom</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.55</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<ThingDef ParentName="BaseCrossbowBoltProjectile">
		<defName>Projectile_VFEM2ArbalestBolt_Flame</defName>
		<label>crossbow bolt (flame)</label>
		<graphicData>
			<texPath>Things/Projectile/Arrows/Arrow_Flame</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Flame</damageDef>
			<damageAmountBase>5</damageAmountBase>
			<armorPenetrationBlunt>3.28</armorPenetrationBlunt>
			<armorPenetrationSharp>1.5</armorPenetrationSharp>
			<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
			<preExplosionSpawnChance>0.24</preExplosionSpawnChance>
			<speed>30</speed>
			<targetParams>
        		<canTargetLocations>true</canTargetLocations>
      		</targetParams>
		</projectile>
		<modExtensions>
			<li Class="ProjectileImpactFX.EffectProjectileExtension">
				<AutoAssign>false</AutoAssign>
				<CreateTerrainEffects>true</CreateTerrainEffects>
				<StuckProjectileFleckDef>Fleck_CELandedArrow_Flame</StuckProjectileFleckDef>
				<StuckProjectileFleckSize>0.75</StuckProjectileFleckSize>
			</li>
		</modExtensions>
	</ThingDef>

	<!-- ===== Hand Cannon Ammo (1-Handed Blunderbuss) ===== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_VFEM2HandCannonShot</defName>
		<label>Hand cannon Shot</label>
		<ammoTypes>
			<Ammo_MusketBall>Bullet_VFEM2HandCannon_Ball</Ammo_MusketBall>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<ThingDef ParentName="Base12GaugeBullet">
		<defName>Bullet_VFEM2HandCannon_Ball</defName>
		<label>lead pellet</label>
		<graphicData>
			<texPath>Things/Projectile/Shotgun_Pellet</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>10</damageAmountBase>
			<pelletCount>6</pelletCount>
			<armorPenetrationSharp>2.5</armorPenetrationSharp>
			<armorPenetrationBlunt>12</armorPenetrationBlunt>
			<spreadMult>22.5</spreadMult>
			<speed>64</speed>
			<shieldDamageMultiplier>0.25</shieldDamageMultiplier>
		</projectile>
	</ThingDef>

	<!-- ===== Throwing Axe ===== -->

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BasePilumProjectile">
		<defName>Projectile_VFEM2ThrowingAxe_Thrown</defName>
		<label>thrown axe</label>
		<graphicData>
			<texPath>Things/Projectile/AxeThrown</texPath>
			<graphicClass>Graphic_Flicker</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Cut</damageDef>
			<damageAmountBase>16</damageAmountBase>
			<speed>25</speed>
			<armorPenetrationSharp>1.5</armorPenetrationSharp>
			<armorPenetrationBlunt>3</armorPenetrationBlunt>
			<preExplosionSpawnChance>0.60</preExplosionSpawnChance>
			<preExplosionSpawnThingDef>VFEM2_ThrowingAxe</preExplosionSpawnThingDef>
		</projectile>
	</ThingDef>

	<RecipeDef ParentName="AmmoRecipeNeolithicBase">
		<defName>MakeAmmo_VFEM2_ThrowingAxe</defName>
		<label>make throwing axe x5</label>
		<description>Craft 5 throwing axes.</description>
		<jobString>Making throwing axes.</jobString>
		<workAmount>900</workAmount>
		<ingredients>
			<li>
				<filter>
					<thingDefs>
						<li>WoodLog</li>
					</thingDefs>
				</filter>
				<count>4</count>
			</li>
			<li>
				<filter>
					<thingDefs>
						<li>Steel</li>
					</thingDefs>
				</filter>
				<count>7</count>
			</li>
		</ingredients>
		<fixedIngredientFilter>
			<thingDefs>
				<li>WoodLog</li>
				<li>Steel</li>
			</thingDefs>
		</fixedIngredientFilter>
		<recipeUsers>
			<li>ElectricSmithy</li>
			<li>FueledSmithy</li>
		</recipeUsers>
		<products>
			<VFEM2_ThrowingAxe>5</VFEM2_ThrowingAxe>
		</products>
	</RecipeDef>

</Defs>